Files
UnrealEngineUWP/Engine/Source/Programs/UnrealPak/Private/UnrealPak.cpp
Josh Adams d0bf843c9c - Merging Dev-Kairos/Engine/... to Main/Engine/...
- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app
- Various changes for facial animation, screen recording, others
- ARKit and ARCore plugins were removed, as deemed "not ready"
#rb many people


#ROBOMERGE-OWNER: josh.adams
#ROBOMERGE-AUTHOR: josh.adams
#ROBOMERGE-SOURCE: CL 5201138 via CL 5203024

[CL 5226277 by Josh Adams in Main branch]
2019-02-27 11:57:17 -05:00

29 lines
649 B
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "UnrealPak.h"
#include "RequiredProgramMainCPPInclude.h"
#include "PakFileUtilities.h"
#include "IPlatformFilePak.h"
IMPLEMENT_APPLICATION(UnrealPak, "UnrealPak");
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{
// start up the main loop
GEngineLoop.PreInit(ArgC, ArgV);
double StartTime = FPlatformTime::Seconds();
int32 Result = ExecuteUnrealPak(FCommandLine::Get())? 0 : 1;
UE_LOG(LogPakFile, Display, TEXT("Unreal pak executed in %f seconds"), FPlatformTime::Seconds() - StartTime );
GLog->Flush();
FEngineLoop::AppPreExit();
FEngineLoop::AppExit();
return Result;
}